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📄 texture2darray.cpp

📁 最新osg包
💻 CPP
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	                   "");	I_ProtectedMethod0(void, computeInternalFormat,	                   Properties::VIRTUAL,	                   Properties::CONST,	                   __void__computeInternalFormat,	                   "",	                   "");	I_ProtectedMethod1(void, allocateMipmap, IN, osg::State &, state,	                   Properties::VIRTUAL,	                   Properties::CONST,	                   __void__allocateMipmap__State_R1,	                   "Allocate mipmap levels of the texture by subsequent calling of glTexImage* function. ",	                   "");	I_ProtectedMethod7(void, applyTexImage2DArray_subload, IN, osg::State &, state, IN, osg::Image *, image, IN, GLsizei, inwidth, IN, GLsizei, inheight, IN, GLsizei, indepth, IN, GLint, inInternalFormat, IN, GLsizei &, numMipmapLevels,	                   Properties::NON_VIRTUAL,	                   Properties::CONST,	                   __void__applyTexImage2DArray_subload__State_R1__Image_P1__GLsizei__GLsizei__GLsizei__GLint__GLsizei_R1,	                   "",	                   "");	I_ArrayProperty(osg::Image *, Image, 	                __Image_P1__getImage__unsigned_int, 	                __void__setImage__unsigned_int__Image_P1, 	                __unsigned_int__getNumImages, 	                0, 	                0, 	                0);	I_SimpleProperty(unsigned int, NumMipmapLevels, 	                 0, 	                 __void__setNumMipmapLevels__unsigned_int);	I_SimpleProperty(osg::Texture2DArray::SubloadCallback *, SubloadCallback, 	                 __SubloadCallback_P1__getSubloadCallback, 	                 __void__setSubloadCallback__SubloadCallback_P1);	I_SimpleProperty(int, TextureDepth, 	                 __int__getTextureDepth, 	                 __void__setTextureDepth__int);	I_SimpleProperty(int, TextureHeight, 	                 __int__getTextureHeight, 	                 __void__setTextureHeight__int);	I_SimpleProperty(GLenum, TextureTarget, 	                 __GLenum__getTextureTarget, 	                 0);	I_SimpleProperty(int, TextureWidth, 	                 __int__getTextureWidth, 	                 __void__setTextureWidth__int);	I_SimpleProperty(osg::StateAttribute::Type, Type, 	                 __Type__getType, 	                 0);END_REFLECTORBEGIN_OBJECT_REFLECTOR(osg::Texture2DArray::Extensions)	I_DeclaringFile("osg/Texture2DArray");	I_BaseType(osg::Referenced);	I_Constructor1(IN, unsigned int, contextID,	               Properties::NON_EXPLICIT,	               ____Extensions__unsigned_int,	               "",	               "");	I_Constructor1(IN, const osg::Texture2DArray::Extensions &, rhs,	               Properties::NON_EXPLICIT,	               ____Extensions__C5_Extensions_R1,	               "",	               "");	I_Method1(void, lowestCommonDenominator, IN, const osg::Texture2DArray::Extensions &, rhs,	          Properties::NON_VIRTUAL,	          __void__lowestCommonDenominator__C5_Extensions_R1,	          "",	          "");	I_Method1(void, setupGLExtensions, IN, unsigned int, contextID,	          Properties::NON_VIRTUAL,	          __void__setupGLExtensions__unsigned_int,	          "",	          "");	I_Method1(void, setTexture2DArraySupported, IN, bool, flag,	          Properties::NON_VIRTUAL,	          __void__setTexture2DArraySupported__bool,	          "",	          "");	I_Method0(bool, isTexture2DArraySupported,	          Properties::NON_VIRTUAL,	          __bool__isTexture2DArraySupported,	          "",	          "");	I_Method1(void, setTexture3DSupported, IN, bool, flag,	          Properties::NON_VIRTUAL,	          __void__setTexture3DSupported__bool,	          "",	          "");	I_Method0(bool, isTexture3DSupported,	          Properties::NON_VIRTUAL,	          __bool__isTexture3DSupported,	          "",	          "");	I_Method1(void, setMaxLayerCount, IN, GLint, count,	          Properties::NON_VIRTUAL,	          __void__setMaxLayerCount__GLint,	          "",	          "");	I_Method0(GLint, maxLayerCount,	          Properties::NON_VIRTUAL,	          __GLint__maxLayerCount,	          "",	          "");	I_Method1(void, setMax2DSize, IN, GLint, size,	          Properties::NON_VIRTUAL,	          __void__setMax2DSize__GLint,	          "",	          "");	I_Method0(GLint, max2DSize,	          Properties::NON_VIRTUAL,	          __GLint__max2DSize,	          "",	          "");	I_Method10(void, glTexImage3D, IN, GLenum, target, IN, GLint, level, IN, GLenum, internalFormat, IN, GLsizei, width, IN, GLsizei, height, IN, GLsizei, depth, IN, GLint, border, IN, GLenum, format, IN, GLenum, type, IN, const GLvoid *, pixels,	           Properties::NON_VIRTUAL,	           __void__glTexImage3D__GLenum__GLint__GLenum__GLsizei__GLsizei__GLsizei__GLint__GLenum__GLenum__C5_GLvoid_P1,	           "",	           "");	I_Method11(void, glTexSubImage3D, IN, GLenum, target, IN, GLint, level, IN, GLint, xoffset, IN, GLint, yoffset, IN, GLint, zoffset, IN, GLsizei, width, IN, GLsizei, height, IN, GLsizei, depth, IN, GLenum, format, IN, GLenum, type, IN, const GLvoid *, pixels,	           Properties::NON_VIRTUAL,	           __void__glTexSubImage3D__GLenum__GLint__GLint__GLint__GLint__GLsizei__GLsizei__GLsizei__GLenum__GLenum__C5_GLvoid_P1,	           "",	           "");	I_Method9(void, glCopyTexSubImage3D, IN, GLenum, target, IN, GLint, level, IN, GLint, xoffset, IN, GLint, yoffset, IN, GLint, zoffset, IN, GLint, x, IN, GLint, y, IN, GLsizei, width, IN, GLsizei, height,	          Properties::NON_VIRTUAL,	          __void__glCopyTexSubImage3D__GLenum__GLint__GLint__GLint__GLint__GLint__GLint__GLsizei__GLsizei,	          "",	          "");	I_Method0(bool, isCompressedTexImage3DSupported,	          Properties::NON_VIRTUAL,	          __bool__isCompressedTexImage3DSupported,	          "",	          "");	I_Method9(void, glCompressedTexImage3D, IN, GLenum, target, IN, GLint, level, IN, GLenum, internalformat, IN, GLsizei, width, IN, GLsizei, height, IN, GLsizei, depth, IN, GLint, border, IN, GLsizei, imageSize, IN, const GLvoid *, data,	          Properties::NON_VIRTUAL,	          __void__glCompressedTexImage3D__GLenum__GLint__GLenum__GLsizei__GLsizei__GLsizei__GLint__GLsizei__C5_GLvoid_P1,	          "",	          "");	I_Method0(bool, isCompressedTexSubImage3DSupported,	          Properties::NON_VIRTUAL,	          __bool__isCompressedTexSubImage3DSupported,	          "",	          "");	I_Method11(void, glCompressedTexSubImage3D, IN, GLenum, target, IN, GLint, level, IN, GLint, xoffset, IN, GLint, yoffset, IN, GLint, zoffset, IN, GLsizei, width, IN, GLsizei, height, IN, GLsizei, depth, IN, GLenum, format, IN, GLsizei, imageSize, IN, const GLvoid *, data,	           Properties::NON_VIRTUAL,	           __void__glCompressedTexSubImage3D__GLenum__GLint__GLint__GLint__GLint__GLsizei__GLsizei__GLsizei__GLenum__GLsizei__C5_GLvoid_P1,	           "",	           "");	I_SimpleProperty(GLint, Max2DSize, 	                 0, 	                 __void__setMax2DSize__GLint);	I_SimpleProperty(GLint, MaxLayerCount, 	                 0, 	                 __void__setMaxLayerCount__GLint);	I_SimpleProperty(bool, Texture2DArraySupported, 	                 0, 	                 __void__setTexture2DArraySupported__bool);	I_SimpleProperty(bool, Texture3DSupported, 	                 0, 	                 __void__setTexture3DSupported__bool);END_REFLECTORBEGIN_ABSTRACT_OBJECT_REFLECTOR(osg::Texture2DArray::SubloadCallback)	I_DeclaringFile("osg/Texture2DArray");	I_BaseType(osg::Referenced);	I_Constructor0(____SubloadCallback,	               "",	               "");	I_Method2(void, load, IN, const osg::Texture2DArray &, texture, IN, osg::State &, state,	          Properties::PURE_VIRTUAL,	          __void__load__C5_Texture2DArray_R1__State_R1,	          "",	          "");	I_Method2(void, subload, IN, const osg::Texture2DArray &, texture, IN, osg::State &, state,	          Properties::PURE_VIRTUAL,	          __void__subload__C5_Texture2DArray_R1__State_R1,	          "",	          "");END_REFLECTOR

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